ThrillaWhale Posted June 26, 2015 Share Posted June 26, 2015 (edited) In a dwemer dungeon of mine, I want to add static light beams like the one featured in the meridia quest (DA09). Except unlike those, there is no pedestal to activate, it's just always on. I took a look at Kilkreath in the CK, but I can't make sense of it enough to create a constant, static light beam. Can anyone give me some insight into how this works? Searching through the vanilla scripts, looks like the only relevant ones are: dunKilkreathBeamShooterScriptdunKilkreathBeamStartScriptdunKilkreathCrystalNodeScript*dunKilkreathCrystalPedestalScript* In the CK, I only see those last two being used in Kilkreath temple. All four scripts share in common a property for the beam's spell and a property for the beam's target to be referenced (Kilkreath uses xmarkers). But the pedestal script also holds a property for a beam "source" in addition to a target. The most successful setup I've managed was one starting object (a dwemer hitch post) with the dunKilkreathBeamStartScript aimed at a target Xmarker. In game, it looks like there's a beam in the hitch post that stops as soon as it starts (a ball of light, like a severely shortened beam, inside the hitch post). I've had no luck using the other 3. How do I get the beam to extend to the xmarker target? Do I need to use a "source" for the beam? Is there some other external factor that needs to activate the source? Any help would be appreciated! Edited June 26, 2015 by ThrillaWhale Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted June 29, 2015 Share Posted June 29, 2015 The beam is set up in Meridia as a Projectile.The projectile uses DA09CrystalLightBeam01.nif which can be found in:Effects\DA09CrystalLightBeam01.nif.It has one gamebryo animation "mIdle". If it's just case that you want that beam somewhere placed in the world without eg: static placed beam in CK and it just stays there indefinitely. Then create a new static and point it to use the in DA09CrystalLightBeam01.nif.Drop your new static in the cell and add a simple script to it, not tested, but something like: Scriptname PlayBeamIdleScript Extends ObjectReference Event OnCellLoad() Self.PlayGamebryoAnimation("mIdle") EndEvent Should be a case that the beam will start animating when enter the cell. Link to comment Share on other sites More sharing options...
ThrillaWhale Posted July 1, 2015 Author Share Posted July 1, 2015 (edited) Thank you! This is exactly what I needed. Edited July 1, 2015 by ThrillaWhale Link to comment Share on other sites More sharing options...
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